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Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Sun Apr 16, 2023 9:09 pm
by Droolie
Hi everyone,

The latest version of my Rayman 4 patch - most likely, my FINAL Rayman 4 patch - is finally here. :)

This includes a mountain of fixes and new additions. You can find a more complete changelog in the archive, but here's a summary of the most exciting ones:
Image

Wait what? Final RRR and BGE levels?

That's right, I actually backported the RRR maps into the editor format for Rayman 4 - so you can now edit these maps!
However, don't get the wrong idea, this ISN'T an "open source RRR" - this data is merely provided as additional examples for the Jade editor.
The RRR and BGE data is extracted from the retail games, which do not have the AI source files anymore - it's all compiled to C. While it's possible to recreate the original Jade scripts based on decompiled code, this would take ages. So, what I did here was use the AI that already existed in the prototype and was reused in the final game, with some (or a lot, actually) new additions by myself to make things properly. Because of this, triggers will mostly function, rabbids will attack you and more, but you'll still see a lot of issues in these levels because of all the missing AI. Luckily, you can get around most issues with simple fixes. For example, to play RRR levels, you'll usually need to turn off sectorisation (in 3D view, go to Display and toggle off "Sectorisation On"), and for BGE levels, you might need to comment out an error message in the "list manager" AI that was added for a later game...

I just want a patched prototype...

The main download is exactly that: it doesn't include any of the final RRR/BGE data.
If you're wondering about how much of this is "fan-made", don't worry too much. Every modification I did was made with authenticity in mind:
  • The English fan translation focuses on accuracy over style
  • Rayman's moveset updates all originate from the final C code (backported to Jade script), with no or very minor changes.
  • While the menu is indeed fan-made, it simply reuses the old "E3 menu" code from King Kong and the background from the final game's menu.
  • The new map from Phoenix's Rayman 4 is not fan-made; it was found in Phoenix's Horsez 1 and exported into the format for this game, to serve as a test map for some AI that I reimplemented from the final game (rabbid blowing mechanics, blinding rabbids with plums, baby globox AI).

:arrow: DOWNLOAD
I recommend reading README.txt after downloading the file. It describes how to run the game, the controls, some tips & tricks...

:!: At the time of the post Windows Defender and some other antivirus detect the executables in this as Trojans... I've reported the false positive to Microsoft and it should be removed very soon.

Additional downloads:
The final Raving Rabbids & BGE data is not included in the main archive. You can choose which game data bigfile you want to use from the links below (you also need to download the main archive): The maps from RRR and BGE are not referenced in the main menu, so they will require using the editor. While I included my own build of the editor too, I would recommend using Jaded, the community patched Jade editor by hogsy.
After downloading, you can find the RRR and BGE levels in "ROOT/EngineDatas/06 Levels/RRR"and "ROOT/EngineDatas/06 Levels/BGE". You will find many wol files that do not work - only the maps that were included in the retail games will work. Here's a video by MaeDaGoof demonstrating how to load RRR levels: https://streamable.com/fkturn

You can find the previous version here: viewtopic.php?p=1450131#p1450131

Known issues
  • If create_shortcuts.bat doesn't do anything for you:
    Make sure you didn't associate .vbs files with a program other than Microsoft Windows Based Script Host (the default system behaviour), e.g. with Notepad C++. You can solve it by running Notepad++ as an administrator and removing the file association for .vbs files in Notepad C++.

    Alternatively, create a shortcut to the executable of your choice manually, and add the "Rayman4.bf" argument like this:
    "C:\Program Files (x86)\Rayman 4 Prototype\Jade_enr_mkb.exe" Rayman4.bf
  • There have been some reports of crashes when getting hit by rabbids. Here's what PigeonMagique did to fix it (thank you!:
    Open your graphics card settings and make sure it runs on your dedicated GPU.
    For example, if you have an Nvidia graphics card, go to the control panel -> 3D Settings -> App Settings. Then pick Jade_enr.exe and select the Nvidia GPU for it.
  • If you turn vibration off and then turn on, instead of quickly vibrating, it'll vibrate forever. Please avoid doing that for now.
Special thanks
  • Ubisoft
  • MaeDaGoof for testing my patched BF in the past few weeks, and providing the plum model from Rayman 3. And also for reuploading the main patch when the original was taken down... twice!
  • deton24 for uploading these links (my MEGA account got banned after I posted links here before...)
  • hogsy for Jaded, the community patched Jade editor, and for integrating some of my fixes in it

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Sun Apr 16, 2023 9:15 pm
by DerpyBoxDX
LET'S GO!!! Been waiting for this patch for a while! Hopefully, Windows and AntiVirus softwares don't freak out over the patch.
Although, I'm sad there's no King Kong maps to fill in (knowing the Proto does reuse the assets lol)
Image

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Sun Apr 16, 2023 9:29 pm
by MinionJax
This is amazing! Thanks for all your work restoring this for the public :D

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Apr 17, 2023 2:59 am
by deton24
BTW. You will find complete button layout in readme file (also for keyboard).

Additionally:
- F6 restarts map
- F1 opens rasters window
- Backspace also triggers grapple hook (Z)

- F11 changes the renderer from OGL to D3D8 which is far faster especially in open areas, but glitchy, and decreases graphics quality (e.g. lighting in forest level) and breaks brightness.

Change the renderer to DX8 in main menu before loading any level, or you may encounter crash on such change, or after some time of playing (it will force you to enter your level with menu subtitles invisible).
You can get the game to run a bit faster in d3d8 by using dgVoodoo and copying d3d8.dll and d3dimm.dll from its MS\x86 folder and dgVoodoo.conf and dgVoodooCpl.exe near the game executables. Then open configurator and set output API to DX12 (the last option) if your GPU supports DX12. Set brightness to 200 and contrast to 105 (not accurate) - it will compensate to the changes introduced by broken d3d8 renderer. Sadly, flickering textures in d3d8 cannot be fixed by any dgVoodoo options, including those in the hidden menu (or e.g. by GLDirect wrapper since it doesn't work here).
Another F11 press to switch from d3d8 will crash the game (less likely in main menu).

- If you cannot move after some random key pressing, press alt+tab and then return to the game
- You can disable arrows by accident pressing lots of keys at the same time - press / to turn back arrows to control Rayman again instead of only WSAD. If still the same, press escape and then return to the game.

- You can use IndirectSound or Creative Alchemy to restore positional audio on Vista/+ (the game uses DirectSound like all Jade games, but doesn't support EAX). It crashes with DSOAL. The game uses surround in options, which disappear after changing.

- If you're stuck in some place in the game, press V briefly to vanish through a door (noclip). Briefly, or else you may fall down from a level.
Keep the V pressed to move further with arrows/right analog stick to move, and mouse/right analog stick to rotate left/right and up/down.

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Apr 17, 2023 11:46 am
by DaveRattlehead
That's an incredible work man, thank you very much for restoring the prototype!
Is it possible to give it a try with a controller or is it only locked for keyboard?

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Apr 17, 2023 2:38 pm
by Droolie
DaveRattlehead wrote: Mon Apr 17, 2023 11:46 am- F11 changes the renderer from OGL to D3D8 which is far faster especially in open areas, but glitchy, and decreases graphics quality (e.g. lighting in forest level) and breaks brightness.

Change the renderer to DX8 in main menu before loading any level, or you may encounter crash on such change, or after some time of playing (it will force you to enter your level with menu subtitles invisible).
You can get the game to run a bit faster in d3d8 by using dgVoodoo and copying d3d8.dll and d3dimm.dll from its MS\x86 folder and dgVoodoo.conf and dgVoodooCpl.exe near the game executables. Then open configurator and set output API to DX12 (the last option) if your GPU supports DX12. Set brightness to 200 and contrast to 105 (not accurate) - it will compensate to the changes introduced by broken d3d8 renderer. Sadly, flickering textures in d3d8 cannot be fixed by any dgVoodoo options, including those in the hidden menu (or e.g. by GLDirect wrapper since it doesn't work here).
Another F11 press to switch from d3d8 will crash the game (less likely in main menu).
I recommend not using D3D8, that renderer's code is extremely incomplete - lacks a lot of features that the OpenGL renderer does have. Better stay with OpenGL. :)
DaveRattlehead wrote: Mon Apr 17, 2023 11:46 am That's an incredible work man, thank you very much for restoring the prototype!
Is it possible to give it a try with a controller or is it only locked for keyboard?
There's a controller version and a keyboard+mouse version included. The main shortcut ("Rayman 4") points to the controller version (=Jade_enr.exe). It's designed to be played with a controller - not with keyboard - so I definitely recommend playing it this way if you have the option at all! :D

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Tue Apr 18, 2023 10:08 am
by hoodlumsworld
Incredible work Droolie ❤️❤️

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Fri Apr 21, 2023 8:28 am
by Hunchman801
Impressive work, hopefully I'll have time to try this prototype one day. :mrgreen:

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Apr 24, 2023 3:17 pm
by masterdz
Hello guys,
I tried to use Jade Editor to open BF file of Prince of persia games, but I always get the message of I use old version of Jade Engine, I edited the source code to bypass the version check but the Editor crashes after I open the BF file, but the Petz Horses 1 BF file openes well but no World file works;
Is there a solution to open the Prince of persia BF files please?
Thank you

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Fri Apr 28, 2023 10:04 pm
by TTK
How do you get adaptive widescreen on the regular rrr

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Tue Sep 12, 2023 8:02 pm
by darkra1234
How do i Play RRR or BGE levels

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Nov 20, 2023 11:42 pm
by Natashinho02
when iam hit in the game it crashes and here it says how to fix that issue but what is graphics card settings??????????where do i find it?????

please help me

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Mon Sep 09, 2024 1:59 am
by evo-man
hey Droolie please can you make prince of persia Warrior Within prince.BF file Editable i want to make 3d mods for the game + may add Xbox DLC + inserting my HD texture overhaul pack which i made which i will post it in a few days inside the game files which will reduce load times

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Wed Dec 18, 2024 3:30 pm
by olixerlol
Hey can yoh reu0load beacuse its blocked

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Thu Dec 19, 2024 3:02 am
by Droolie
olixerlol wrote: Wed Dec 18, 2024 3:30 pm Hey can yoh reu0load beacuse its blocked
Thanks for letting me know! MaeDaGoof helped out and uploaded the patch to archive.org now, so I changed the link to that. ^^

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Fri Jan 03, 2025 12:17 pm
by olixerlol
Can i use PS5 controler in this patch beacuse in previous version it doesnt work 8)

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Wed Jul 23, 2025 9:13 pm
by levafk
Droolie, is it possible to mod the Prince of Persia trilogy since it was developed on the Jade engine?
I mean, you’re the only one who has decompiled every Jade engine game, so I was wondering if it’s actually possible or not.

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Thu Sep 18, 2025 11:53 pm
by MrScottyPieey
We got the engine and source code now we can make mods.

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Thu Jan 15, 2026 3:25 am
by Dylan
Can I ask why, when I try to download it, my Windows detects it as a threat and won't let me download it? :|

Re: Rayman 4 (Raving Rabbids) Prototype - Patch and new additions

Posted: Thu Jan 15, 2026 6:53 am
by dr_st
Welcome to the forum. :)

There is a warning in the first post that the executables may be detected as Trojans. This should have been addressed, according to Droolie.

If it won't even let you download it, I suspect it is because, depending on system settings, Windows (or your browser) may flag any downloads from a non-whitelisted website as 'suspicious'. However, usually there is an option to override the warning and tell it to download anyway...